How do I generate pixel-art friendly UV maps?
Well I cannot promise this is the ideal technique, take it for what it's worth.

Edit: here's a more pixel art like render:



I decided to unwrap the model in the traditional way by marking seams.  This allows contiguous regions to be kept together on the UV map which makes the pixel editing more intuitive.  



Unwrap with U-->Unwrap.



Next you will need to organize your texture space.  Your model has some non-straight edges, so I straightened them in the UV layout by selecting the points to be aligned and typing S-->X (or Y, as appropriate)-->0 (zero).  I moved the islands around to pack the texture into more or less a square, but I didn't scale any islands individually.  I decided to move the two side panels on top of one another to save texture space.  When everything was reasonably packed, I scaled the entire UV (i.e., all islands selected together) so it came to the edges of the UV space as much as possible.



I then exported this UV layout in SVG format.  Then, in GIMP, I created a new 64x64 bitmap, and imported the SVG as a path.  I chose "Merge imported paths" and "Scale imported paths to fit image" so I had a nice vector overlay for my texture editing.



I then painted my texture under the overlay.  I tried to fit the pixel boundaries of my texture to the UV grid overlay as well as reasonably possible, but exact alignment is not possible at this stage.  We'll fix the boundaries in the next step.



I exported the GIMP texture to a PNG.  Back in Blender, I imported the image to the model.  Then, in the UV/Image editor, I turned on "Snap to Pixels" (UVs-->Snap to Pixels) and moved individual vertices of the UV (corners, generally) manually to snap exactly to the pixels of my texture.  I did not attempt to snap the triangles of the "screen" area to exact pixels, the texture space isn't big enough; I just made sure the "screen" island as a whole fit over the appropriate area of the texture.



This is how the model looks with the texture:



Anyway, I hope at least some of those techniques meet your needs!

Edit: I thought you might like to see some pixel detail like in the image in your question.  Note that you should turn off "Interpolation" under "Image Sampling" in the Texture tab of the Properties window in order to see relatively sharp pixel edges.  Also I have found that changing the Filter to "Box" instead of "EWA" in the same tab/area also makes the edges crisper.



Another edit: it's not a fancy job, but I created a more arcade cabinet like pixel texture, the source for the animation at the top of this answer: